This script will display equipment on the map. All sprites are placed in the Graphics/Characters folder. Also keep in mind that using this script can cause additional lag due to additional sprite display.

This script is to be distributed under the same terms and conditions like the script it was created for: Blizz-ABS.Features

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Visual Equipment for Blizz-ABS by Blizzard# Version: 1.1b# Type: Blizz-ABS Add-on# Date: 1.2.2010# Date v1.0b: 29.4.2010# Date v1.01b: 29.12.2010# Date v1.1b: 13.6.2011#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This script is to be distributed under the same terms and conditions like# the script it was created for: Blizz-ABS.# #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # Information:# # This script must be placed below Blizz-ABS and requires Blizz-ABS v2.84 or# higher to work properly. It will display equipment on the map. All sprites# are placed in the Graphics/Characters folder. Also keep in mind that using# this script can cause additional lag due to additional sprite display.# # # Configuration:# # EXCLUDE_WEAPONS - weapons that should not be drawn# EXCLUDE_ARMORS - armors that should not be drawn# DRAW_ORDER - drawing order from first to last sprite (0 for weapon;# 1, 2, 3 and 4 for armor kinds) with the direction index# PREFIX_WEAPON - prefix for each spriteset file for weapons (can include# a full path)# PREFIX_ARMOR - prefix for each spriteset file for armors (can include# a full path)# ACTOR_UNIQUE - allows separate equipment files for every single actor# # # Notes:# # - The default file naming convention is:# # WPREFIX + WID - weapon files# APREFIX + AID - armor files# WPREFIX + WID + SUFFIX - weapon action files# APREFIX + AID + SUFFIX - armor action files# # WPREFIX - by default "Equipment/w", but it can be changed# APREFIX - by default "Equipment/a", but it can be changed# WID - weapon ID# AID - armor ID# SUFFIX - action suffix (i.e. _atk1, _skl, etc.)# # examples:# # Equipment/w3.png - weapon ID 3# Equipment/a41.png - armor ID 41# Equipment/w1_atk1.png - weapon ID 1, attack type 1# Equipment/a76_skl.png - armor ID 1, skill use# # If you are using the ACTOR_UNIQUE option, then the naming convention are:# # WPREFIX + BID + SEPARATOR + WID - weapon files# APREFIX + BID + SEPARATOR + AID - armor files# WPREFIX + BID + SEPARATOR + WID + SUFFIX - weapon action files# APREFIX + BID + SEPARATOR + AID + SUFFIX - armor action files# # BID - actor ID# SEPARATOR - the character _ (underscore)# # examples:# # Equipment/w4_2.png - actor ID 4, weapon ID 2# Equipment/a1_22.png - actor ID 1, armor ID 22# Equipment/w77_7_def.png - actor ID 77, weapon ID 7, defending# Equipment/a3_8_atk5.png - actor ID 3, armor ID 8, attack type 5# # The default prefixes can be changed in the configuration, but the other# parts are fixed.# # - If you are not using the ACTOR_UNIQUE option and Blizz-ABS's action# animation frames other than the default, you have to adjust the action# animation frames. In this case all actors will use the same equipment# files for display and the files' frame number has to match the animation# frames number for every actor which also means that all actors need to# have the same number of action sprites for the various actions. i.e. All# actors have to have the same number of frames for attack type 1, the same# number of frames for attack type 2, the same number of frames for skill# use, the same number of frames for defending, etc.# # - Keep in mind that the dimensions of the spriteset and the equipment# sprite should match. i.e. If the actor spriteset is 192x192 pixels, then# the equipment for that sprite has to be 192x192 pixels as well. If you# have actors that use different spritesets among each other# # - You can disable / enable Visual Equipment for specific characters by# using a Call Script event command with the following code:# # $game_actors[ID].visual_equipment = true/false# $game_party.actors[POS].visual_equipment = true/false# # ID - the actor's ID in the database# POS - the actor's position in the party (STARTS FROM 0, not 1!)# # - You can disable / enable Visual Equipment globally by using a Call Script# event command with the following code:# # $game_system.visual_equipment = true/false# # # If you find any bugs, please report them here:# http://forum.chaos-project.com#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

def self.equipment_offset(character_name) case character_name #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Equipment Sprite Offset # # Here you can define the equipment Y offset in pixels. This can be used # to adjust the equipment sprites' position for smaller or tall # character spritesets. Configure which spritesets have an offset: # # when NAME then return OFFSET # # NAME - spriteset name # OFFSET - offset in pixels # # Make sure you don't mispell the filenames. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: when '011-Lancer03' then return -1 #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Equipment Sprite Offset #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: end return 0 end

The the irony is that it took almost longer to type down the instructions and the configuration than the script itself. Also, the instructions and the configuration part have more lines than the actual script. #_#

Oh wow, this is awesome. I haven't had time to play around with it, but I hope there will be a way to use this system with custom poses and the like (for cutscenes). If that's possible, it'll be epic. If not, it'll be like some older 2D games where you're always wearing your default outfit in cutscenes. Either way, awesome addon, thanks blizz.

DreadWing

My armor 1 sprite fails to show regardless of draw order position. Is the display of the "shield" armor type connected to the defend action, (I have chosen to omit a defend dynamic in my project) or am I missing something here?

DreadWing

Yeah, everything appears to be configured correctly. The EXCLUDE_ARMORS was left at default, which I believe outlined armors 1-7. None of my custom sprites were affected as I began my list at armor number 30. To be on the safe side, however, I changed it to zero. My draw order is arranged so that the armor_1 slot is drawn directly before the weapon sprite--no change. Armor_1 is simply not drawn if equipped. Damned bizarre.

Script configuration:

(click to show/hide)

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Visual Equipment for Blizz-ABS by Blizzard# Version: 1.0# Type: Blizz-ABS Add-on# Date: 1.2.2010#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This script is to be distributed under the same terms and conditions like# the script it was created for: Blizz-ABS.# #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # Information:# # This script must be placed below Blizz-ABS and requires Blizz-ABS v2.57 or# higher to work properly. It will display equipment on the map. All sprites# are placed in the Graphics/Characters folder. Also keep in mind that using# this script can cause additional lag due to additional sprite display.# # # Configuration:# # EXCLUDE_WEAPONS - weapons that should not be drawn# EXCLUDE_ARMORS - armors that should not be drawn# DRAW_ORDER - drawing order from first to last sprite (0 for weapon;# 1, 2, 3 and 4 for armor kinds)# PREFIX_WEAPON - prefix for each spriteset file for weapons (can include# a full path)# PREFIX_ARMOR - prefix for each spriteset file for armors (can include# a full path)# ACTOR_UNIQUE - allows separate equipment files for every single actor# # # Notes:# # - The default file naming convention is:# # WPREFIX + WID - weapon files# APREFIX + AID - armor files# WPREFIX + WID + SUFFIX - weapon action files# APREFIX + AID + SUFFIX - armor action files# # WPREFIX - by default "Equipment/w", but it can be changed# APREFIX - by default "Equipment/a", but it can be changed# WID - weapon ID# AID - armor ID# SUFFIX - action suffix (i.e. _atk1, _skl, etc.)# # examples:# # Equipment/w3.png - weapon ID 3# Equipment/a41.png - armor ID 41# Equipment/w1_atk1.png - weapon ID 1, attack type 1# Equipment/a76_skl.png - armor ID 1, skill use# # If you are using the ACTOR_UNIQUE option, then the naming convention are:# # WPREFIX + BID + SEPARATOR + WID - weapon files# APREFIX + BID + SEPARATOR + AID - armor files# WPREFIX + BID + SEPARATOR + WID + SUFFIX - weapon action files# APREFIX + BID + SEPARATOR + AID + SUFFIX - armor action files# # BID - actor ID# SEPARATOR - the character _ (underscore)# # examples:# # Equipment/w4_2.png - actor ID 4, weapon ID 2# Equipment/a1_22.png - actor ID 1, armor ID 22# Equipment/w77_7_def.png - actor ID 77, weapon ID 7, defending# Equipment/a3_8_atk5.png - actor ID 3, armor ID 8, attack type 5# # The default prefixes can be changed in the configuration, but the other# parts are fixed.# # - If you are not using the ACTOR_UNIQUE option and Blizz-ABS's action# animation frames other than the default, you have to adjust the action# animation frames. In this case all actors will use the same equipment# files for display and the files' frame number has to match the animation# frames number for every actor which also means that all actors need to# have the same number of action sprites for the various actions. i.e. All# actors have to have the same number of frames for attack type 1, the same# number of frames for attack type 2, the same number of frames for skill# use, the same number of frames for defending, etc.# # - Keep in mind that the dimensions of the spriteset and the equipment# sprite should match. i.e. If the actor spriteset is 192x192 pixels, then# the equipment for that sprite has to be 192x192 pixels as well. If you# have actors that use different spritesets among each other# # - You can disable / enable Visual Equipment for specific characters by# using a Call Script event command with the following code:# # $game_actors[ID].visual_equipment = true/false# $game_party.actors[POS].visual_equipment = true/false# # ID - the actor's ID in the database# POS - the actor's position in the party (STARTS FROM 0, not 1!)# # - You can disable / enable Visual Equipment globally by using a Call Script# event command with the following code:# # $game_system.visual_equipment = true/false# # # If you find any bugs, please report them here:# http://forum.chaos-project.com#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

def self.equipment_offset(character_name) case character_name #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Equipment Sprite Offset # # Here you can define the equipment Y offset in pixels. This can be used # to adjust the equipment sprites' position for smaller or tall # character spritesets. Configure which spritesets have an offset: # # when NAME then return OFFSET # # NAME - spriteset name # OFFSET - offset in pixels # # Make sure you don't mispell the filenames. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: when '011-Lancer03' then return -1 #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Equipment Sprite Offset #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: end return 0 end